The descriptions below are the actual bug entry (JIRA) descriptions minus some tags which we use. Naturally the entries we provide the developers to investigate have a great deal of addition detail beyond this including exact steps QA staff have found recreates it, the frequency and repeatability, platforms affected, build versions found on, etc. Not that if an issue has been recently reported, it may not yet appear on this list as it takes some time for us to update.
GENERAL GAMEPLAY
FIXED
- NAME: Missing enemy designations
- DESCRIPTION: Enemy ships of the same class are missing identifiers in their names
- STATUS: Bug recreated by QA, under investigation
NO FIX - Difficult to reproduce and extremely rare... has no measurable gameplay impact
- NAME: Location flicker
- DESCRIPTION: Local Map flicks to the previous location for a second after Impulse or Warp
- STATUS: Bug recreated by QA, can be difficult to reproduce, under investigation
FIXED
- NAME: Scanning errors
- DESCRIPTION: Anomaly in Sarza has no scanning result
- STATUS: Bug recreated by QA, doesn’t always happen. Note that this anomaly may not appear initially on the captain's navmap or tactical's navmap, so players may need to fly around to find it. Under investigation
- NAME: Mic Check Priority
- DESCRIPTION: The Play Together function will not circumvent the mic check for nonVR client players in the party. This causes an issue where the player can not enter the lobby and remains on mic check screen that they can not pass. While in a PSN party, all the input audio is rerouted to that party chat instead of the game. Thus, the nonVR clients can not pass the mic check as no audio is entering the game. Hosts and PSVR users do not have this issue.
- STATUS: The player that's in party chat just needs to go into their PS4 party settings and change the voice priority from party chat to in-game chat. That allows the game to receive the voice data and the player can then pass the mic check.
ENTERPRISE 1701-D-SPECIFIC
- NAME: Transporter UI Doesn't Respond (1701-D Bridge)
- DESCRIPTION: When playing on the 1701-D bridge with a human player manning the Ops panel, it is possible to get the UI panel in a state where the transporter functions no longer accept input. The following steps can cause this to occur:
- Have (at least) 1 crew member assigned to the Transporter Bay in the Crew Management panel.
- Obtain a Transporter target lock (# of targets to be transported does not matter).
- Select Energize.
- Quickly go to the Crew Management panel and deactivate the crew member assigned to the Transporter Room.
Following these steps, if the timing is quick enough, this issue can render the entire Transporter side of the Ops panel inoperable.
- HOW TO AVOID: When transporting targets, avoid changing crew assignments in the Transporter Room until the transport is complete.
- WORKAROUND: This bug does not occur if an AI crewmember is manning the Ops panel. In a game with 3 or fewer players, have the human player manning Ops move to another station so the AI mans the Ops panel - this will correct the issue. In a 4 player game (no AI crew), it is not necessary to abort the mission, instead you can have the human player manning the Ops station drop from the session and then rejoin to correct the issue.
AEGIS-SPECIFIC
FIXED
- NAME: Missing system intrusion SFX
- DESCRIPTION: Clients do not generate SFX for system intruding while intruding
- STATUS: Fix ready for next patch
NO FIX - Performance load is too great for minimum system specs to allow exact screen replication - blank panels were added so the Captain isn't just pushing buttons in the air.
- NAME: Empty holo screens
- DESCRIPTION: Captain's chair holographic screens are empty from other stations
- STATUS: Bug recreated by QA, under investigation
ORIGINAL ENTERPRISE-SPECIFIC
FIXED
- NAME: Hidden subsystems
- DESCRIPTION: Repair view panel does not show Subsystem for non-Engineer Stations
- STATUS: Bug recreated by QA, under investigation
NO FIX - Code dependencies make the fix risk too great - could open up new bugs. That means the Tactical Station has an exclusive, but accurate, view of charge levels and crews should coordinate accordingly in this regard. Communication is key, Officers!
- NAME: Obscured Phaser charge
- DESCRIPTION: Tactical Screen not showing Phaser charge levels
- STATUS: Bug recreated by QA, under investigation
FIXED
- NAME: Engineering AI ‘reset’
- DESCRIPTION: Repair crews assigned by Host in engineering station are being moved to unassigned once host leaves engineering station
- STATUS: Bug recreated by QA, under investigation
FIXED
- NAME: AWOL repair crews
- DESCRIPTION: Client assigned repair crews are invisible upon returning to engineering station.
- STATUS: Bug recreated by QA, under investigation
FIXED
- NAME: Double scanning
- DESCRIPTION: Captain on the Enterprise (TOS) is able to use the onscreen commands hologram and the Padd to scan targets independent of tactical
- STATUS: Could not reproduce this exact behavior after extensive QA hours. We did find a bug to enter that may be the closest to this and have added it for investigation: “Scan command from Analyze Target crewbot order continues if tactical seat becomes occupied”